- 04 11月, 2011 2 次提交
-
-
由 alteredq 提交于
It was quite a pain - ArrayBuffers / Typed Arrays are fussy about byte alignment - but seems to be worth it. Parsing times are down (modest gains for small objects / Firefox, bigger gains for large objects / Chrome, performance gains from 10% - 200%). Also as a positive side effect, changing interleaved face arrays into uniform arrays seems to have helped a bit with gzip compression (about 6% smaller size for gzipped 526K Lucy).
-
由 Mr.doob 提交于
Proper IcosahedronGeometry next...
-
- 03 11月, 2011 3 次提交
- 31 10月, 2011 3 次提交
-
-
由 Daniel Ribeiro 提交于
-
由 alteredq 提交于
Also manually fixed buffalo model and test scene to be valid JSONs.
-
由 alteredq 提交于
Work-in-progress => do not merge yet. OBJ converter, JSONLoader, BinaryLoader and some examples are done. Still need to do Blender exporter, SceneLoader and more examples. Advantages: - faster parse times - bypass array initializer size limit in Firefox - no more crashes in Chrome 15 (caused by too many concurrently active workers) Disadvantages: - more browser UI freezing - multiple models tend to appear all at once with the last one (instead of popping up progressively)
-
- 30 10月, 2011 4 次提交
- 29 10月, 2011 8 次提交
-
-
由 Mr.doob 提交于
Removed some clone() calls while still keeping the code somewhat pretty.
-
由 Mr.doob 提交于
So we can set it to lowp for mobile devices if needed.
-
由 alteredq 提交于
-
由 alteredq 提交于
Not sure what was that supposed to be for, we didn't have a single use case.
-
由 alteredq 提交于
-
由 alteredq 提交于
Also fixed RTT example, it was affected by unlit Lambert change.
-
由 alteredq 提交于
-
由 alteredq 提交于
Zombies now look correct. Though still getting undebuggable random crashes in Chrome with ro.me animals demo :S
-
- 28 10月, 2011 4 次提交
- 27 10月, 2011 4 次提交
-
-
由 alteredq 提交于
-
由 alteredq 提交于
More moving ifs out of inner loops.
-
由 alteredq 提交于
Also here moved ifs out of the inner loop. Starts to get hard to measure performance impact - baseline JavaScript stuff just to produce some change gets very costly. Simply calling Math.random() hundreds thousands times causes massive garbage collection :S.
-
由 alteredq 提交于
No need for copy of attributes map here, attributes list has the same function.
-
- 26 10月, 2011 7 次提交
-
-
由 alteredq 提交于
-
由 alteredq 提交于
More moving ifs out of inner loops: gained 25% performance for dynamic meshes with custom attributes. Hope I didn't break something.
-
由 alteredq 提交于
Moved most of ifs out of inner loops for ~25% performance gain with dynamic meshes. Custom attributes setting for meshes can still be improved more.
-
由 alteredq 提交于
This gave us ~13% performance gain for dynamic meshes.
-
由 alteredq 提交于
Interestingly, this was breaking OpenGL but not ANGLE.
-
由 alteredq 提交于
-
由 alteredq 提交于
-
- 25 10月, 2011 5 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Actually, this would break cameras added as childs of objects, reverting. So there is no clear and simple way to handling multiple scenes unfortunatelly. Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
-
由 Mr.doob 提交于
Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph. While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph) .
-
由 alteredq 提交于
Fix was trivial, I guess for the moment they can stay.
-